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Merge pull request #5093 from RavingManiac/dev
Implosion-explosion style supermatter detonation
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@@ -9,7 +9,7 @@
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#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power
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//Controls how much power is produced by each collector in range - this is the main parameter for tweaking SM balance, as it basically controls how the power variable relates to the rest of the game.
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#define POWER_FACTOR 0.35 //Obtained from testing. Aiming to make the ideal running output (600 kW) run the SM to ~85% of the safety level.
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#define POWER_FACTOR 0.35 //Obtained from testing. Aiming to make the ideal running output (600 kW) run the SM to ~85% of the safety level.
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#define CHARGING_FACTOR 0.55
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#define DAMAGE_RATE_LIMIT 5 //damage rate cap at power = 900, scales linearly with power
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@@ -44,6 +44,9 @@
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var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
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var/explosion_point = 1000
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var/grav_pulling = 0
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var/pull_radius = 14
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var/emergency_issued = 0
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var/explosion_power = 8
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@@ -75,6 +78,7 @@
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gasefficency = 0.125
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pull_radius = 5
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explosion_power = 3 //3,6,9,12? Or is that too small?
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@@ -88,6 +92,9 @@
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. = ..()
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/obj/machinery/power/supermatter/proc/explode()
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anchored = 1
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grav_pulling = 1
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spawn(100)
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explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
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del src
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return
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@@ -129,30 +136,35 @@
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explode()
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if(grav_pulling)
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supermatter_pull()
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//Ok, get the air from the turf
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var/datum/gas_mixture/removed = null
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var/datum/gas_mixture/env = null
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//ensure that damage doesn't increase too quickly due to super high temperatures resulting from no coolant, for example. We dont want the SM exploding before anyone can react.
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//We want the cap to scale linearly with power (and explosion_point). Let's aim for a cap of 5 at power = 900 (based on testing, equals roughly 5% per SM alert announcement).
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var/damage_inc_limit = (power/900)*(explosion_point/1000)*DAMAGE_RATE_LIMIT
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if(!istype(L, /turf/space))
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env = L.return_air()
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removed = env.remove(gasefficency * env.total_moles) //Remove gas from surrounding area
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if(!env || !removed || !removed.total_moles)
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damage += max(((power-(1600*POWER_FACTOR)))/10, 0) //exciting the supermatter in a vacuum means the internal energy is mostly locked inside.
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else if (grav_pulling) //If supermatter is detonating, remove all air from the zone
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env.remove(env.total_moles)
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else
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damage_archived = damage
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damage = max( damage + min( ( (removed.temperature - 800) / 150 ), damage_inc_limit ) , 0 )
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//Ok, 100% oxygen atmosphere = best reaction
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//Maxes out at 100% oxygen pressure
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oxygen = max(min((removed.oxygen - (removed.nitrogen * NITROGEN_RETARDATION_FACTOR)) / MOLES_CELLSTANDARD, 1), 0)
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var/temp_factor = 100
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if(oxygen > 0.8)
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// with a perfect gas mix, make the power less based on heat
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icon_state = "[base_icon_state]_glow"
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@@ -160,40 +172,40 @@
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// in normal mode, base the produced energy around the heat
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temp_factor = 60
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icon_state = base_icon_state
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power = max( (removed.temperature * temp_factor / T0C) * oxygen + power, 0) //Total laser power plus an overload
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//We've generated power, now let's transfer it to the collectors for storing/usage
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transfer_energy()
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var/device_energy = power * REACTION_POWER_MODIFIER
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//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
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//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
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//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
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//Since the core is effectively "cold"
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//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
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//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
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var/thermal_power = THERMAL_RELEASE_MODIFIER
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//This shouldn't be necessary. If the number of moles is low, then heat_capacity should be tiny.
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//if(removed.total_moles < 35) thermal_power += 750 //If you don't add coolant, you are going to have a bad time.
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removed.temperature += ((device_energy * thermal_power) / removed.heat_capacity())
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removed.temperature = max(0, min(removed.temperature, 10000))
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//Calculate how much gas to release
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removed.phoron += max(device_energy / PHORON_RELEASE_MODIFIER, 0)
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removed.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
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removed.update_values()
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env.merge(removed)
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for(var/mob/living/carbon/human/l in view(src, min(7, round(power ** 0.25)))) // If they can see it without mesons on. Bad on them.
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if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
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l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / max(1,get_dist(l, src)) ) ) )
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@@ -266,7 +278,7 @@
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AM.visible_message("<span class=\"warning\">\The [AM] slams into \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.</span>",\
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"<span class=\"danger\">You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"</span>",\
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"<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>")
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else
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else if(!grav_pulling) //To prevent spam, detonating supermatter does not indicate non-mobs being destroyed
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AM.visible_message("<span class=\"warning\">\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>",\
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"<span class=\"warning\">You hear a loud crack as you are washed with a wave of heat.</span>")
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@@ -292,3 +304,40 @@
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var/rads = 500 * sqrt( 1 / (get_dist(l, src) + 1) )
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l.apply_effect(rads, IRRADIATE)
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/obj/machinery/power/supermatter/proc/supermatter_pull()
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//following is adapted from singulo code
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if(defer_powernet_rebuild != 2)
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defer_powernet_rebuild = 1
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// Let's just make this one loop.
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for(var/atom/X in orange(pull_radius,src))
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// Movable atoms only
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if(istype(X, /atom/movable))
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if(is_type_in_list(X, uneatable)) continue
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if(((X) && (!istype(X,/mob/living/carbon/human))))
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step_towards(X,src)
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if(!X:anchored) //unanchored objects pulled twice as fast
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step_towards(X,src)
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if(istype(X, /obj/structure/window)) //shatter windows
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X.ex_act(2.0)
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else if(istype(X,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = X
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if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
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var/obj/item/clothing/shoes/magboots/M = H.shoes
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if(M.magpulse)
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step_towards(H,src) //step just once with magboots
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continue
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step_towards(H,src) //step twice
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step_towards(H,src)
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if(defer_powernet_rebuild != 2)
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defer_powernet_rebuild = 0
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return
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/obj/machinery/power/supermatter/GotoAirflowDest(n) //Supermatter not pushed around by airflow
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return
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/obj/machinery/power/supermatter/RepelAirflowDest(n)
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return
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